// Copyright 2020-2025 The Defold Foundation
// Copyright 2014-2020 King
// Copyright 2009-2014 Ragnar Svensson, Christian Murray
// Licensed under the Defold License version 1.0 (the "License"); you may not use
// this file except in compliance with the License.
//
// You may obtain a copy of the License, together with FAQs at
// https://www.defold.com/license
//
// Unless required by applicable law or agreed to in writing, software distributed
// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied. See the License for the
// specific language governing permissions and limitations under the License.

#ifndef DM_GAMESYS_SOUND_DATA_H
#define DM_GAMESYS_SOUND_DATA_H

#include <dmsdk/dlib/array.h>
#include <dmsdk/resource/resource.h>
#include <dmsdk/gamesys/resources/res_sound.h>

namespace dmSound
{
    typedef struct SoundData* HSoundData;
}

namespace dmGameSystem
{
    struct SoundDataContext;
    struct SoundDataChunk;
    struct SoundDataResource;

    // *********************************************************************************
    // for internal api's

    dmSound::HSoundData ResSoundDataGetSoundData(SoundDataResource* resource);

    // set the size of in memory cache for all streaming sound datas
    void ResSoundDataSetStreamingCacheSize(uint32_t cache_size);

    // set the size of each streaming chunk size
    void ResSoundDataSetStreamingChunkSize(uint32_t chunke_size);
}

#endif
